bdf1992 Posted November 29, 2011 Share Posted November 29, 2011 hello, im going about doing new weapons and such, just got the 1st one done, daedric sword the textures good, but i wanted to go about changing the normal map, so i map a high quality/res normal that looks way better much more detailloaded the game and saw that it looked like a light-bulb i went back and realized i left out the alpha, opps added it and saved it loaded the game...it's still a Christmas tree Is there something i need to save t as? i noticed certain option you can save it as and i tried RGB and ARGB and the other ARGB option but it's still really glossy also on a side note what it the _M file in textures? Link to comment Share on other sites More sharing options...
Witcher79 Posted November 30, 2011 Share Posted November 30, 2011 hello, im going about doing new weapons and such, just got the 1st one done, daedric sword the textures good, but i wanted to go about changing the normal map, so i map a high quality/res normal that looks way better much more detailloaded the game and saw that it looked like a light-bulb i went back and realized i left out the alpha, opps added it and saved it loaded the game...it's still a Christmas tree Is there something i need to save t as? i noticed certain option you can save it as and i tried RGB and ARGB and the other ARGB option but it's still really glossy also on a side note what it the _M file in textures? Looks like _m and alpha channel in _n textures are similar somehow which leads me to believing that one of those might be an occlusion map. Just make one of those completely black and see which removes gloss/shine. What alpha channel/extra texture do is dictated by a shader instructions. Unfortunately I wasn't able to decode fxp files. From what I've seen fiddling with environment textures, that _n alpha channel is occlusion and _m textures are proper shine/metallicness info for objects. I might be wrong though so don't take my word for granted. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 30, 2011 Share Posted November 30, 2011 Looks like _m Is a env map mask map. it masks env reflection map. Like spec, gloss, glow, it's used to get different material definitions on the same sheet. 1 shader to rule them all, instead of splitting the mesh, which is not often feasible or desired, and setting up extra materials, it just uses one. Link to comment Share on other sites More sharing options...
Nalim666 Posted November 30, 2011 Share Posted November 30, 2011 Does a file recognice the dds files automaticly? I mean if I where to add a _m or _em.dds in the skin folder of a certain object would that be applied automaticly or would I have to change something in the .nif? Link to comment Share on other sites More sharing options...
Ghogiel Posted November 30, 2011 Share Posted November 30, 2011 No. you can name textures anything you want, the suffix is just an easy way to quickly see what is what. You have to enable the correct shader and hook the textures in at the nif level to get the game to associate textures with a certain mesh. there are also texture sets which can override the textures that are assigned to the nif in it's shader. these are found in the esp files. Link to comment Share on other sites More sharing options...
Nalim666 Posted November 30, 2011 Share Posted November 30, 2011 Thanks. I realize I'm derailing this thread a tad but I'd love it if I could get pointed in a direction of a guide/thread/explanation on how to add shaders/textures to a skyrim nif that lacks one or more of these. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 30, 2011 Share Posted November 30, 2011 anything that for f3 will do. Except the shader/ material properties are entirely different.. the texture set up is the same more or less up to texture slot 6. Link to comment Share on other sites More sharing options...
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